using System;
using System.Collections.Generic;
using System.Linq;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Audio;
using Microsoft.Xna.Framework.Content;
using Microsoft.Xna.Framework.GamerServices;
using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework.Input;
using Microsoft.Xna.Framework.Media;
using TowerDefenseKaZ.src;
using MySql.Data;
using MySql.Data.MySqlClient;

namespace TowerDefenseKaZ
{
    /// <summary>
    /// This is the main type for your game
    /// </summary>
    public class Game1 : Microsoft.Xna.Framework.Game
    {
        GraphicsDeviceManager graphics;
        SpriteBatch spriteBatch;
        KeyboardState currentKey, lastKey;
        MouseState currentMouse, lastMouse;
        GamePadState currentKeypad, lastKeypad;
        public static Rectangle mouseColision;
        Basic tower;
        Vector2 currentMousePos;
        public static MySqlConnection conection;
        public static String conectionString;
        
        

        public Game1()
        {
            graphics = new GraphicsDeviceManager(this);
            Content.RootDirectory = "Content";
            
        }

        /// <summary>
        /// Allows the game to perform any initialization it needs to before starting to run.
        /// This is where it can query for any required services and load any non-graphic
        /// related content.  Calling base.Initialize will enumerate through any components
        /// and initialize them as well.
        /// </summary>
        protected override void Initialize()
        {
            // TODO: Add your initialization logic here

            base.Initialize();
        }

        /// <summary>
        /// LoadContent will be called once per game and is the place to load
        /// all of your content.
        /// </summary>
        protected override void LoadContent()
        {
            // Create a new SpriteBatch, which can be used to draw textures.
            spriteBatch = new SpriteBatch(GraphicsDevice);
            mouseColision = new Rectangle((int)currentMouse.X, (int)currentMouse.Y, 0, 0);
            tower = new Basic(Content.Load<Texture2D>("towers/basic"), Window);
            IsMouseVisible = true;
            currentMousePos = new Vector2(0,0);
            conectionString = "Server=kimkazserver.no-ip.info;Database=Kaz;Uid=kaz;Pwd=123456;";
            conection = new MySqlConnection(conectionString);
            conection.Open();

            // TODO: use this.Content to load your game content here
        }

        /// <summary>
        /// UnloadContent will be called once per game and is the place to unload
        /// all content.
        /// </summary>
        protected override void UnloadContent()
        {
            // TODO: Unload any non ContentManager content here
        }

        /// <summary>
        /// Allows the game to run logic such as updating the world,
        /// checking for collisions, gathering input, and playing audio.
        /// </summary>
        /// <param name="gameTime">Provides a snapshot of timing values.</param>
        protected override void Update(GameTime gameTime)
        {
            //Controls States Update//
            currentKey = Keyboard.GetState();
            currentMouse = Mouse.GetState();
            currentKeypad = GamePad.GetState(PlayerIndex.One);
            mouseColision.X = currentMouse.X;
            mouseColision.Y = currentMouse.Y;
            //Window Title Update
            Window.Title = currentMouse.X.ToString() + " ///" + currentMouse.Y.ToString();

            //Sprites Updates//

           
            // Allows the game to exit
            if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed)
                this.Exit();

            // TODO: Add your update logic here
            if (conection.State == System.Data.ConnectionState.Open)
            {

                if ((mouseColision.Intersects(tower.Colision)) && (currentMouse.RightButton == ButtonState.Pressed))
                {
                    tower.visible = false;
                    tower.Position = new Vector2(mouseColision.X, mouseColision.Y);
                }
                else
                {
                    tower.visible = true;
                }
            }
            if (currentMouse.RightButton == ButtonState.Pressed)
               // currentMouse.RightButton.CompareTo()
            // Update controls game for future checks//


            lastKey = currentKey;
            lastKeypad = currentKeypad;
            lastMouse = currentMouse;
            mouseColision.X = currentMouse.X;
            mouseColision.Y = currentMouse.Y;

            base.Update(gameTime);
            
        }

        /// <summary>
        /// This is called when the game should draw itself.
        /// </summary>
        /// <param name="gameTime">Provides a snapshot of timing values.</param>
        protected override void Draw(GameTime gameTime)
        {
            GraphicsDevice.Clear(Color.CornflowerBlue);

            // TODO: Add your drawing code here
            spriteBatch.Begin();
            tower.Draw(gameTime, spriteBatch);
            spriteBatch.End();
            base.Draw(gameTime);
        }
    }
}
